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Question by JonnyHilly · Jun 21, 2016 at 07:43 AM · shadercg

Why is my shader still being lit ?

I'm trying to modify the normal for lighting within a shader ( learning cg ) but while experimenting just writing 2 simple lines of code produces confusing output, can you help me understand please.

I put my shader on a sphere... then did this... o.Albedo = .5; //grey This turns the color grey o.Normal = 1; // make all pixel normals the same...

But this still ends up with lighting that looks like a ball... why ? if I put o.Normal=0 I get black ball, which makes sense...

please explain why ball is still lit, round looking ? thanks

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avatar image Namey5 · Jun 22, 2016 at 06:25 AM 0
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You are using a surface shader, which by default would expect tangent space information in the Normal output, so setting this to '1' wouldn't particularly do much.

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